These values are only meaningful in the range 0 to 1.
Make sure the editor enforces reasonable values.
Fixes#42202.
(cherry picked from commit 6c18baee9c)
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
(cherry picked from commit 7d7727bade)
InterpolatedCamera has already been removed from the `master` branch.
This adds a deprecation notice to inform people about the upcoming removal
in Godot 4.0.
Its functionality could be replicated in a GDScript add-on with relative
ease.
Fixes#41006 (regression from #39164).
The original alignment fix was limited to PROCESS_DRAW mode, which
caused some discrepancies with PROCESS_POINTER mode.
Now only PROCESS_CACHE is excluded with a condition a few lines above.
(cherry picked from commit b783fa1416)
LineEdit should not return early when processing KEY_ENTER, so it can
consume the event properly.
Regression introduced by mistake while fixing enter events for Android
(PR #40487 - c0b394572f)
(cherry picked from commit 5c63dec36e)
Updated set_max_length() function to actually pull a substring of the current text so it's not all thrown away when the new max length is shorter than the current length.
(cherry picked from commit 71febfd6e2)
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
(cherry picked from commit 528056a3c5)
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
(cherry picked from commit 1c231cacb3)
Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
See: https://github.com/godotengine/godot/pull/41139
Add any leftover fractional pixels to an error accumulator. When the
accumulator is greater or equal to one, add one pixel to the current
Node's size and subtract one from the accumulator.
Closes#36522
(cherry picked from commit 04ea6ec88d)
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
Emit `node_selected` and `node_deselected` signals where appropriate
when selecting or unselecting multiple GraphEdit nodes at once.
(cherry picked from commit c1d5c7727c)
Add optional parameter to specify whether applying rotation to the
PathFollow3D's Transform is necessary, preventing erroneous updates.
(cherry picked from commit be3a1769fe)